What happens when you find an Ork with the cunning of a Warboss and the adventurous spirit of a Rogue Trader? You get a Freebooter. These Orks are much more intelligent than their typical kind, but also don’t lack their fighting spirit. Most being promised with a life of travel, adventure, and new enemies to krump, they left their respected tribes to be amongst the more civilized races. The handfuls that made it have found niches for themselves amongst the frontier communities. Tough and bold, many are sought after as bodyguards or personal soldiers, but have been able to find themselves work as mechanics and occasionally artisans or assassins.

Starting Skills:
Same as book, gain Parry, and swap all Lore with your own choices.

Starting Talents:
Peer (Own Clan), Melee Proficiency (Primitive), Ranged Proficiency (Pistol, Basic, SP, Las), choice of Melee Proficiency (Shock) or Melee Proficiency (Chain).

Starting Traits:
‘Ard, Made Fer Fightin’, Make It Work, Might Makes Right, Mob Rule

Starting Equipment:
Good Quality Ramshackle Mono-Knife.
A Ramshackle Pistol of worth up to 80$$ or Basic weapon of worth up to 100$$ and Scarce Availability.
A Ramshackle Primitive, Shock, or Chain weapon worth up to 100$$ and Scarce Availability.
Common Quality Light Flak Coat or Flak Greatcoat.
A Charm, some normally insignificant thing that the character holds important
Microbead, a set of Street Clothes, a distinctive hat, and up to 4d5 x 5 $$.

Career Ability
As per the book.


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